diff --git a/systems.tex b/systems.tex
index 57fc76fdefa64e957ddf6fc6446c94dbb4cbe21f..de186c319bd92a39f6416510a6c1ff320ade506f 100644
--- a/systems.tex
+++ b/systems.tex
@@ -128,6 +128,47 @@ Failure results in an additional 3~\glspl{fatigue}, as the characters bang their
 
 \subsection{Town Activities}
 
+\makeRule{hookey}{Walking Through Town}{Wits}{Empathy}{varies}
+The \gls{guard} should guard against the forest, not hide (nor drink) in towns.
+Of course people make exceptions for higher-ranking \gls{guard}, and plenty of the guard manage to sneak into town regularly.
+
+\sidebox[20]{
+  \begin{boxtable}
+
+    \textbf{\gls{tn}} & \textbf{Location} \\\hline
+
+    5 & Friend's Home \\
+
+    6 & \gls{healersGuild} \\
+
+    8 & Slums \\
+
+    9 & Tavern \\
+
+    9 & Rich Neighbourhood \\
+
+    10 & Market \\
+
+    12 & \gls{sunGuard} Station \\
+
+  \end{boxtable}
+}
+
+\Gls{guard} characters can add any rank they have earned to any rolls.
+`Fodder' add nothing, while `Diggers' can add +1 to the roll.
+
+Entering a town requires an \roll{Intelligence}{Larceny} group roll (\tn[7]).
+\Glspl{guard} who cannot find alternative clothing to their standard, dark, uniforms, take a -4 penalty to this roll.
+
+A tie indicates the character has been caught, and should leave (but suffers no punishment).
+Remaining in town requires a \roll{Wits}{Empathy} roll to go undetected.
+Rolling over the \gls{tn} by 1 allows an extra day, then 2 days, then 4, 8, and so on.
+
+\paragraph{Getting caught}
+demands an immediate \roll{Wits}{Deceit} roll (\tn[10]).
+Failure means a trip to the \gls{court}.
+Characters who flee will find their name known across the land, especially to the \gls{sunGuard}, and will find the \gls{warden} taking the failure to appear in their \gls{court} a personal insult.
+
 \makeRule{buyService}{Judging services}{Wits}{Empathy}{9}
 It's never easy knowing whom to hire.
 Every time someone hires someone as part of a service, they should make a roll.
@@ -154,7 +195,7 @@ A tie means the character gets the item, but the victim immediately notices the
 \makeRule{request_danger_job}{Requesting dangerous jobs}{Charisma}{Empathy}{depends on location}
 Thieves, brigands, and illegal adventurers cannot work with just anyone who wanders up to ask for `one poison arrow, my good man'.
 Dangerous jobs require a level of trust.
-Charismatic characters who show care and understanding stand a much better chance of hiring help.
+Charismatic characters who show care and tact stand a much better chance of hiring help.
 
 \sidebox{
   \begin{boxtable}[lY]